Pitt's War at Sea (Version 2): a Civ2 scenario by C. Fritz

Version 2 Design Notes
What new in Version 2?
1. New Map: The French West Indies have been spread out more realistically 
   and the map goes north to Nassau. 
2. New Events File: Events have been revised to remove most of the English
   reinforcements. Now the four major tribes each get random reinforcements
   of troops they cannot build. Overall, it is harder to win as the English.
3. Two new Indian Tribes, Arawaks and Miskits
4. Minor Graphic changes
5. Minor Rules changes
6. Englishmen and Dutchmen now are monarchies. This make them harder to play
   because less tax revenue is generated.

DESCRIPTION:
 This is a Civilization II scenario about the Seven Years War in the
Carribean. England fought France throughout the world, North America,
Africa, India, and the Carribean during the Seven Years War. This strategy
was devised by William Pitt, the English Secretary of State, because he
knew England was too weak to confront France directly in Europe. Instead
he took advantage of England's naval power and confronted France where it
was weak. In the Carribean theatre, England grabbed most of France's 
West Indies possessions and later captured Havana from Spain.
 There are four playable tribes in this scenario: Englishmen, Frenchmen,
Spaniards, and Dutchmen. 

INSTALLATION:
This scenario requires Civilization II Fantastic Worlds (FW) or better (MGE).
If you have FW/MGE then you probably already know that these files should be
installed in a subdirectory of the SCENARIO directory. This package contains
the files for the SOUND subdirectory for use in the scenario. If you use
WINZIP, use the "use folder names" option when you EXTRACT and you'll be
done. It will create a directory named EMPIRE. Otherwise, you'll have to
create a PITTSWAR directory (or whatever you want) and SOUND directory
in the PITTSWAR directory and move the .wav files and the file copysnd.bat
there. 
 To help you with the new units, wonders and technologies, a pedia.txt
file has been included so that the help in the game will be correct.

SOUND DIRECTORY SETUP:
 Assuming that you have created the SOUND directory for the scenario and
that the .wav files and COPYSND.BAT are there, you need to execute
COPYSND.BAT or the Shortcut to COPYSND.BAT from the SOUND directory
to complete the SOUND directory setup. This batch file was included
instead of the actual sounds to save space in the distribution file.

 Most of the scenario sounds are standard sounds from the game being used
in a non-standard way. They will be copied with the new name so that the
sounds are appropriate for the units. 

PLAYER NOTES:
This is an amphibious campaign, so a strong fleet is essential. You
can also get a lot of quick gold by building trade reps because there are
a lot of islands. This will come in handy for rush building improvements
that get destroyed when you take cities. When you take a city, a slave
unit will be created for the attacking tribe and the effects of wonders
in that city will be negated.

TRIBE SPECIFIC NOTES:
These notes are presented to give you some important facts without giving
too much information away. You can assess the relative strengths and 
weaknesses of each tribe. Except for the Danes, all tribes get random
Engineers. 

Englishmen: They have a republican form of government. They get
reinforcements from events which coincide with historical events. 

Frenchmen: They have the monarchy form of government and two of the
most prosperous colonies, Guadeloupe and Martinique. 

Spaniards: They have the most colonies but this is offset by a despotic form
of goverment which creates a lot of waste. They have the most wonders.

Dutchmen: They have a republican form of government but only 4 colonies.

Danes: They have only two islands and the monarchy form of government.
Their colonies have no objective value.

DESIGN NOTES:
Historical buffs may quibble with some features of this scenario.
I admit that there are some unrealistic things here.
1. Guadeloupe and Martinique are too big!
2. Nassau should have been on the map. I should have started the map a few
   squares more to the north.
3. When you take a city, freed slaves take to the hills (maroons). 
   This was done to make things a little more difficult for the invader.
   When you move into a city you need to send in at least 1 full
   strength unit and the maroons will pillage the countryside. 
4. City populations are based on guesswork.
5. Spanish, Danish and Dutch uniforms are imaginery. I've assumed that
   most European armies were similar at this time.

BIBLIOGRAPHY:
I consulted these sources to prepare this scenario.
 Crucible of War by Fred Anderson (Alfred A. Knopf 2000)
 Hammond Concise Atlas of World History 5th Edition edited by 
  Geoffrey Barraclough (Hammond Incorporated 1998)
 An Encyclopedia of World History edited by William L Langer
  (Houghton Miflin 1952)
 Goode's World Atlas 12th Edition edited by Edward B. Espenshade Jr.
 (Rand McNally 1964)
 Microsoft Encarta Encyclopedia (Microsoft 1996)